-Based on this rifle My suggestion: add ADDITIONAL BIRST FIRE MODES to every acceptable weapons (yes includes for some pistols and shotguns) For example are capable of firing 20-rounds in one burst,15-rounds in one burst,12-rounds in one burst,10-rounds in one burst, 7-rounds in one burst, 6-rounds in one burst, 5-rounds in one burst which can be set after 3-round burstfire mode or 2-rounds in one burst mode.

2. Increase high-caliber powerful projectiles speed. RAILGUN-INSTANT SPEED IS ACCEPTABLE. Bullets can be dodged by anyone.Example: to a M42A Scoped Rifle. https://cm-ss13.com/wiki/Marine_Equipment#M42A_Scoped_RifleBullet speeds are too slow and cant hit HUGE moving targets at even medium distance.2 example: ultra-high caliber and power turret projectiles can be dodged simply by moving.

3. Every High-skill professional like medic, engeneer, specialist, smartgunner, military police, any officer must have a vendor with UNIQUE job-items. ONLY (but sometimes can be traded or used by other jobs) from the HR (High Responsibility) vendor:Important and High responsibility job Preparations CIC vendor:-A High Responsibility staff: Commander, Executive Officer, Requisitions Officer, Chief Engineer, Staff Officers, Pilot Officers, Tank Crewmen able to take their "UNIQUE job-item" from a SINGLE AND ONLY ONE vendor inside a CIC near commander middle seat that REQUIRED Commander, Executive Officer, Chief Military Police, Chief Engineer or Requisitions Officer (5 people only) ID TO APPROVE. So nobody can use it without The Commander access. This a way to force Commander, Executive Officer, Chief Engineer , Chief Military Police and Requisitions Officer to stay shipside and inside a CIC.

After playing a bit, I want to recommend a few changes to make support roles more important and rewarding to play.

1: Double the strength of all resin structures.Resin structures are incredibly weak, walls and doors do essentially nothing unless they were made by a hivelord, the caste with nearly no combat ability.I think that doubling the strength of all resin structures, even the thick ones would be fine balance wise, engineers can get plasma cutters/welders and normal marines can just use their boot knives.To counter xenos from just walling forever, maybe increase the plasma cost of making xeno structures from 100 to 150.https://github.com/tgstation/TerraGov-M ... uctures.dm [Best I could find for xeno structures]

2: A few chemistry changes:2.1: Make some way to get more bluespace beakers then the 2 that spawn in the chem labs.Bluespace beakers are very useful in making complex chems and 1 isn't always enough.This doesn't count the ones on the ground, I bet no marine will bother to bring you back a beaker and even if they do its likely only possible because the marines are winning and powerful chem stuff isn't needed.2.2: Tweak the glycerol recipe.The current glycerol recipe turns 3u corn oil + 1u sulfuric acid into 1u glycerol, 1 ear of corn gives 3u corn oil so 1 ear of corn makes 1u glycerol.I think tweaking the recipe to make 2u or 3u of glycerol is a good buff to chemistry, you no longer need 50 ears of corn for 1 decent explosive grenade.https://github.com/tgstation/TerraGov-M ... s/other.dm [Line 127]

I'd like to suggest all of these separately if some are deemed unneeded or too much work.

Edit: Corrections.

I did big goof and thank Dinkle for his mercy in only giving me a 1 day ban for this incident.Image of all of the deaths thanks to Imsxz